VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Shun

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Career matches2,058
Career win rate36.5%
Round win rate46.4%
Peak rank25
Distinct opponents83
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1326 #3,018 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Shun252,0587511,30736.5%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

627 of 801 rounds counted

7.2 inputs a second (430 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.2430627

By opponent's character

Akira7.2430109
Aoi7.243084
Sarah7.142729
Jacky7.142462
Jeffry7.142362
Lau7.142542
Goh7.846525
Wolf7.645520
Lei Fei7.142628
Lion7.243233
Brad7.444132
Jean6.639622
Shun7.343625
Vanessa7.142524
Pai7.44429
Taka7.243011
Kage8.24945
Eileen7.14245

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira29121741.4%-2.9
Aoi2416866.7%+22.6
Sarah20101050.0%+5.5
Jacky1861233.3%+4.0
Jeffry169756.2%+7.2
Lau156940.0%-6.9
Goh126650.0%+5.9
Wolf125741.7%-1.3
Lei Fei84450.0%-4.9
Lion82625.0%-24.8
Brad74357.1%+3.6
Jean61516.7%-27.1
Shun63350.0%+14.9
Vanessa61516.7%-29.4
El Blaze3030.0%-48.0
Pai31233.3%-6.1
Taka32166.7%+7.7
Kage21150.0%-6.1
Eileen1010.0%-35.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Octagon27121544.4%+1.6
Full Fence26151157.7%+10.4
Rectangle24111345.8%-0.9
Open22101245.5%+1.7
Breakable Full Fence2161528.6%-16.7
Half Fence1881044.4%-0.8
Breakable Half Fence167943.8%-1.2
Low Fence169756.2%+15.6
Single Wall136746.1%-6.5
Full Fence and Open84450.0%+3.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13244.7%45.4%-0.7
No walls5149.0%45.4%+3.6

Walls against open: -4.3 points (95% range -19.6 to +10.9), p 0.578 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

XsT (Rank 22)2026/10/0431233.3%
dalmax72 (Rank 23)2026/09/26440100.0%
紫荆一头牛 (Rank 24)2026/09/2651420.0%
Martin1833 (Rank 26)2026/08/1962433.3%
ぽん (Rank 26)2026/08/0231233.3%
a_h_i_k_o (Rank 27)2026/07/3141325.0%
[Garnet]agingcurvedAjeossi (Rank 25)2026/07/2931233.3%
カミナリおやじ (Rank 25)2026/07/2931233.3%
6132da (Rank 21)2026/07/2232166.7%
GKplis (Rank 21)2026/07/2232166.7%
kimxxxtt (Rank 21)2026/07/2242250.0%
トローリロートル (Rank 23)2026/07/1441325.0%
技術応用部/初心者 (Rank 21)2026/07/10139469.2%
gimoring (Rank 25)2026/07/0253260.0%
omuretukun (Rank 22)2026/07/0241325.0%
★★★★★ (Rank 25)2026/06/2451420.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/06/1032166.7%
infrablue (Rank 22)2026/06/0442250.0%
よしやるか (Rank 25)2026/06/0432166.7%
TERA (Rank 25)2026/06/0241325.0%
VirtuaLi-on (Rank 22)2026/05/2442250.0%
okb@j>おーけーびー (Rank 28)2026/05/2152340.0%
StarGuitar (Rank 23)2026/05/1773442.9%
しゅが~nsr (Rank 22)2026/05/0731233.3%
造り酒屋の御曹司 (Rank 21)2026/04/0331233.3%

Round openings

Shun

Career
751–1,307 · 36.5%
This season
199 matches · 44.7%
Peak rank
25

First hit in 47.3% of 797 rounds. Won 48.0% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • When ahead: attacks straight away in 66.7% of rounds, against 54.9% when level or behind.
  • On no drinks: backs off first in 28.0% of rounds, against 8.2% on other drink counts.
  • In round 1: opens with “evade down into 8K+G Ryubikyaku” in 8.5% of rounds, against 1.5% in their other rounds.
  • On 10+ drinks: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 23.4% of rounds, against 11.6% on other drink counts.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP9011.2%
offensive move9011.2%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K364.5%
Ryubikyaku8K+G313.9%
evade down into Ryubikyaku8K+G263.2%
backdash into offensive move202.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP151.9%
crouch into Fukuchougeki2P151.9%
evade down into guardG131.6%
Honshin Rensenkyaku4K+G121.5%
backward movement into Kasen Zenbokushou6PP121.5%
backward movement into offensive move111.4%
Tenshin Souchushou6P+K101.2%
backdash into Rensai Gakushu46PP101.2%
evade down101.2%

177 further openings account for the other 401 rounds.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–12 · 45%1–2 · 33%too few to test
Aoi10–5 · 67%5–2 · 71%too few to test
Sarah5–6 · 45%3–2 · 60%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (17 here; about 0.9 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Shun: 4 of 17 tests hold up